SPI Training
The Q-division is dealing with supply shortages and needs your help in developing training devices for the next generation of Double-O agents. While Blofeld may be gone, there are legions of his minions looking to pick up where he left off. In particular there is a group that refers to themselves as the 3Teners that have made surprisingly fast progress on a replacement for Spectre. In order to stop their plans, we need more agents to be trained by as soon as possible. However, Q hasn't figured out exactly how one would go about training agents in defusing a bomb, rappelling down a building, offensive driving, walking away from a helicopter crashed unharmed...you know, the basics. Don't worry, Q has given you 3 PIC32s, 3 LED matrix displays and 3 boxes of miscellaneous parts to use as a starter, with the promise of more parts to be available in the SPDL branch of Q-Division.
Your mission, should you 'decide' to accept it: develop a Government Approved Device for Global Espionage Training (GADGET) to help turn out new Double-Os as fast as possible. Your trainer needs to be ready before the first crop of new recruits arrives for their Basic Training (on November 17). |
NO TIME TO FLY
Scan your hand to start the training simulation. Your helicopter is under attack by LED missiles! Incoming missiles will blink for one second before striking. Move your hand up and down to control the helicopter. Turn up the throttle to avoid missiles more easily, but be careful not to run out of fuel! At full throttle, only one missile will come at a time, but at minimum throttle, three missiles will come at the same time. Three yellow LEDs on the left show how much fuel is remaining and will drop at different rates depending on the throttle speed. Safely land the helicopter back at headquarters after dodging the missiles for 60 seconds. This is indicated by the servo moving the progress flag all the way to the right. |
Phase 1
Conceptual Design
The team approached the project first by listing system requirements and brainstorming ideas. They then iterated through these ideas until a mature concept was agreed upon by all group members. Functional decomposition split up the system design into subsystems. The system requirements were further expanded to detail the requirements for each subsystem. Finally, to close out the conceptual design phase, the team created a circuit diagram along with a state diagram to detail the events and services that would be implemented in the software.
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Phase 2
Circuit Prototyping
Each group member took responsibility to prototype components in the circuit. The IR proximity sensor was finetuned along with the DC motor and encoder for user control. The audio module was tested with multiple files for different game conditions. The potentiometer, reflectance sensor, and servo motor were tested individually with outputs posted to terminal via USB.
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Phase 3
Fabrication, Integration, and Testing
The team lasercut quarter inch Duron wood for the structure and acrylic for decoration. Stickers were created using Adobe Illustrator and a vinyl cutter. The electrical components and associated software were integrated across three breadboards. Long pieces of stranded wire were soldered to components further away from the breadboards. Solid core leads soldered to the ends of the stranded wire connected the wire to the breadboards. An opening in the back of the structure allowed the team to debug electronics during integration and testing. The most robust test occurred during the final showcase when multiple people played the game over 20 times in a row without any noticeable hardware or software error.
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Gems of Wisdom
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Were you expecting an exploding pen?
We don't really go in for that anymore.
- Q, Skyfall